Swords and Circuitry: A Designer's Guide to Computer Role-Playing Games
Swords and Circuitry: A Designer's Guide to Computer Role-Playing Games
The social side of gaming: a study of interaction patterns in a massively multiplayer online game
CSCW '04 Proceedings of the 2004 ACM conference on Computer supported cooperative work
Proceedings of the second Australasian conference on Interactive entertainment
Rules of Play: Game Design Fundamentals
Rules of Play: Game Design Fundamentals
Role playing games: comparative analysis across two media platforms
Proceedings of the 3rd Australasian conference on Interactive entertainment
Group play: determining factors on the gaming experience in multiplayer role-playing games
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Managing emergent character-based narrative
Proceedings of the 2nd international conference on INtelligent TEchnologies for interactive enterTAINment
Character play: the use of game characters in multi-player role-playing games across platforms
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Player talk—the functions of communication in multplayer role-playing games
Computers in Entertainment (CIE) - SPECIAL ISSUE: Media Arts (Part II)
Shared Fun Is Doubled Fun: Player Enjoyment as a Function of Social Setting
Proceedings of the 2nd International Conference on Fun and Games
Verbal Communication of Story Facilitators in Multi-player Role-Playing Games
ICIDS '08 Proceedings of the 1st Joint International Conference on Interactive Digital Storytelling: Interactive Storytelling
Tales for the Many: Process and Authorial Control in Multi-player Role-Playing Games
ICIDS '08 Proceedings of the 1st Joint International Conference on Interactive Digital Storytelling: Interactive Storytelling
An Intelligent Plot-Centric Interface for Mastering Computer Role-Playing Games
ICIDS '08 Proceedings of the 1st Joint International Conference on Interactive Digital Storytelling: Interactive Storytelling
Game format effects on communication in multi-player games
Future Play '08 Proceedings of the 2008 Conference on Future Play: Research, Play, Share
ICIDS'12 Proceedings of the 5th international conference on Interactive Storytelling
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The Pen-and-Paper role-playing game is a successful example of collaborative interactive narrative. Meanwhile, computer-based role-playing games, while structurally similar, offer quite different narrative experiences. Here results are presented of an experimental study of role-playing gamers in Pen-and-Paper and computer-supported settings. Communication patterns are shown to vary significantly on measures such as the share of in-character statements and the share of dramatically motivated statements. These results are discussed in the light of differences between the two gaming forms and finally some design implications are discussed.